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[dods] dod_cherbourg

  • the0rthopaedicsurgeon
  • August 17, 2007 at 1:44 AM
  • the0rthopaedicsurgeon
    • August 17, 2007 at 1:44 AM
    • #1

    After a few years I've finally got a final version of one of my maps ready for release, my remake of Arcturus' dod_cherbourg from the dod betas. It's a huge map with 3 main routes connecting each team's spawns which means you have to control all 3 at once to have a chance of capping out the map, which was why it's always been my favourite dod map. It's not as detailed as I'd like it to be, but I've already gone over the entity limit too many times, so this is literally as much as I can do with the map.

    link: http://www.scorchingcraniums.com/downlo ... rbourg.zip

    screenshots:

    [Blocked Image: http://www.scorchingcraniums.com/images/cherbourg/port.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/cherbourg/street1.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/cherbourg/churchint.jpg]

    [Blocked Image: http://img444.imageshack.us/img444/9226/dodcherbourgb20061eo1.jpg]

    more here: http://www.scorchingcraniums.com/cherbourg.html

  • Minos
    • August 17, 2007 at 4:38 AM
    • #2

    Not bad, nice geometry and texture usage. Too bad it looks rather generic, just like most DOD maps.

  • Coen
    • August 17, 2007 at 8:45 AM
    • #3
    Quote from Minotauro

    Too bad it looks rather generic, just like most DOD maps.

    Agreed, another french town

  • Seldoon182
    • August 17, 2007 at 9:56 AM
    • #4
    Quote from Minotauro

    Not bad, nice geometry and texture usage. Too bad it looks rather generic, just like most DOD maps.

    +1

    Good work so far. Btw here some details to fix for beta 2:

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…02bc232b03d.jpg]

    - Remove this huge window in top midle. It doesn't makes sense to me.

    - I never worked on DoDs but try to fix the mini map overview. Check here.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…14048928ca3.jpg]

    - The entrance looks weird. Use references...

    - Model bug.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…953b92ad50a.jpg]

    - Add smoothing groups. Or make those pillars in displacement.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…f027bd00b40.jpg]

    - Model bug.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…5372ee9e69c.jpg]

    - It would be great to hear some radio transmission.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…f116c458bfe.jpg]

    - Smooth thoses displacements.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…df46dbad32d.jpg]

    - Fix the texture' s shaders.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…a1ab3bca136.jpg]

    - Same here.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…fa9a29a10b3.jpg]

    - Clip this bloc and fix the texture.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…70833846303.jpg]

    - Displace up while down.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…365ddf8038d.jpg]

    - Remove the debris model... There is no ruins arounds the alley !

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…c2f261a5607.jpg]

    - Another model bug.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…7bf3e3c160c.jpg]

    - I'm French and I don't quite understand this advertising...

    La végétaline: ok

    Pour la cuisine: ok

    Vaut le beurre: What do you mean ?

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…dbfa1c839b1.jpg]

    - Fix the opacity of the decal.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…4bcc4237a27.jpg]

    - Too repetitive texture wall in the buidling.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…512c21a95b2.jpg]

    - Add a clip wall because players might camp inside.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…815e0ce2d43.jpg]

    - Never seen sparks on glass...

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…500f0a0dd6a.jpg]

    - No comments.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…2fc102ae7a7.jpg]

    - Use another water texture.

    [Blocked Image: http://www.uploadhouse.com/fileuploads/36…0b661cd7dec.jpg]

    - Great corner for a Tribute...

  • hessi
    • August 17, 2007 at 10:06 AM
    • #5
    Quote from Seldoon182

    [Blocked Image: http://www.uploadhouse.com/fileuploads/369/3691066889f7f9756614f1a09c1815e0ce2d43.jpg]

    - Never seen sparks on glass...

    well it is not his fault. you can only apply one surface onto a model. that means either everything looks like glass or everything is like metal. he did what i'd been doing too. though i aree it could be better, but sadly there are technical borders that cant be broken.

    i basically agree with your critics because i too went through this level a couple of minutes ago.

    to give some positive feedback: i really like the way you made those bombing damages. you have put lots of work and detail into them. great job!

    is there a playtest planned? if yes, count me in!

  • Seldoon182
    • August 17, 2007 at 10:14 AM
    • #6
    Quote from hessi

    well it is not his fault.

    It is ! He made the model.

    - Just cut the glass and compile both models with his respective material.

  • Rick_D
    • August 17, 2007 at 10:24 AM
    • #7
    Quote from hessi

    well it is not his fault. you can only apply one surface onto a model.

    not true!

  • Seldoon182
    • August 17, 2007 at 10:39 AM
    • #8
    Quote from Rick_D

    not true!

    True.

  • hessi
    • August 17, 2007 at 10:47 AM
    • #9
    Quote from Seldoon182

    It is ! He made the model.

    - Just cut the glass and compile both models with his respective material.

    but this makes it two models! but that doubles collision time + extra render batch.

    in my eyes it is really bitchy to search for such problems. this is a damn nice map.

  • ^Slick
    • August 17, 2007 at 1:52 PM
    • #10

    Looking good, I'm downloading now.

  • Rick_D
    • August 17, 2007 at 1:56 PM
    • #11
    Quote from hessi

    It is ! He made the model.

    - Just cut the glass and compile both models with his respective material.

    but this makes it two models! but that doubles collision time + extra render batch.

    in my eyes it is really bitchy to search for such problems. this is a damn nice map.

    two textures, one for the body, with no alpha channel

    one for the glass, a smaller texture, with alpha channel

    you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd

  • hessi
    • August 17, 2007 at 2:06 PM
    • #12
    Quote from Rick_D

    It is ! He made the model.

    - Just cut the glass and compile both models with his respective material.

    but this makes it two models! but that doubles collision time + extra render batch.

    in my eyes it is really bitchy to search for such problems. this is a damn nice map.

    two textures, one for the body, with no alpha channel

    one for the glass, a smaller texture, with alpha channel

    you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd

    no. surface behavoir is conrtolled by the qc file which results in one material per model (not texture like material!)

  • Bl1tz
    • August 17, 2007 at 3:28 PM
    • #13
    Quote from Seldoon182

    [Blocked Image: http://www.uploadhouse.com/fileuploads/369/3691123d7e2a495c01e282113030b661cd7dec.jpg]

    - Great corner for a Tribute...

    I can't stop laughing at this. "Great corner for a tribute" It's like "thanks for fighting in our wars, we'll erect this statue in my grandma's tomato garden"

    Great feedback Seldoon and great looking map so far the0rthopaedicsurgeon

  • the0rthopaedicsurgeon
    • August 17, 2007 at 5:22 PM
    • #14
    Quote from Seldoon182

    http://%7Boption%7D[Blocked Image: http://www.uploadhouse.com/fileuploads/369/36905148328bcd2b2bb821ca2cd14048928ca3.jpg]- The entrance looks weird. Use references...

    that was actually one of the only things i used a reference for in this map (besides the hotel, which is a replica of the titanic's grand stairway that was originally a map of it's own).

    http://img413.imageshack.us/img413/9038 ... ontzz9.jpg

    the custom decals are all spineroyal's; i don't know if he understands french or not but i thought they were all taken from real ads anyway. i'm not sure what you mean about the memorial either - it's just an area of grass on a street corner that i thought would make a good place for that model, especially since the map's so huge i was out of ideas for what else to put there.

    this was supposed to be the final version of the map since i hadn't had any feedback since rc1, but a few people have commented on how big the map is considering how few people play custom maps. once i've finished my other maps i'll close off the north area (the hotel and fountain), so i'll still make these changes to the parts i keep.

  • RA7
    • August 17, 2007 at 5:24 PM
    • #15

    I say, pretty sweet

    Adding mirror at LanmaniaX.

    ps is this another version then the RC1??

  • Rick_D
    • August 17, 2007 at 6:28 PM
    • #16
    Quote from hessi

    It is ! He made the model.

    - Just cut the glass and compile both models with his respective material.

    but this makes it two models! but that doubles collision time + extra render batch.

    in my eyes it is really bitchy to search for such problems. this is a damn nice map.

    two textures, one for the body, with no alpha channel

    one for the glass, a smaller texture, with alpha channel

    you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd

    no. surface behavoir is conrtolled by the qc file which results in one material per model (not texture like material!)

    I have achieved different results

  • Seldoon182
    • August 17, 2007 at 7:33 PM
    • #17
    Quote from the0rthopaedicsurgeon

    that was actually one of the only things i used a reference for in this map (besides the hotel, which is a replica of the titanic's grand stairway that was originally a map of it's own).http://img413.imageshack.us/img413/9038 ... ontzz9.jpg

    [Blocked Image: http://www.uploadhouse.com/fileuploads/370/3701232e78b542e23558b586ccc5b3822ddf0f.jpg]

    - Even if you used reference, the entrance's brushwork seems empty. Add more details. Honesty, it could be too way better.

    Quote from the0rthopaedicsurgeon

    the custom decals are all spineroyal's; i don't know if he understands french...

    - He don't. "Vaut le beurre" mean nothing. "Avec du beurre" should works. Ask him what he was in mind for me please. I'll make you the right translation.

    Quote from the0rthopaedicsurgeon

    ...or not but i thought they were all taken from real ads anyway.

    - Show us.

    Quote from the0rthopaedicsurgeon

    i'm not sure what you mean about the memorial either - it's just an area of grass on a street corner that i thought would make a good place for that model, especially since the map's so huge i was out of ideas for what else to put there.

    - I was born in France and I've never seen a memorial on a corner. When you live in a town as Cherbourg, the memorial should be in front of the city hall, a chruch/ cathedral. If I were you I would remove the generic fountain (seen a million time before) to benefit from your quite cool memorial model.

    Quote from the0rthopaedicsurgeon

    this was supposed to be the final version of the map since i hadn't had any feedback since rc1, but a few people have commented on how big the map is considering how few people play custom maps. once i've finished my other maps i'll close off the north area (the hotel and fountain), so i'll still make these changes to the parts i keep.

    - As you wish.

  • the0rthopaedicsurgeon
    • August 18, 2007 at 1:19 AM
    • #18

    The church building is supposed to be a tunnel the road passes through (might be more obvious with a vehicle or roadblock), not an entrance into the building. The original had a similar building that I wanted to keep in this map, but it's also at the end of the main road through the map, so I couldn't really have it just end there and there's no where else for it to go.

    Memorials here are usually just put anywhere along a main road through a village so where it is now didn't seem out of place. I like the idea of using it instead of the fountain though, although obviously I can't change it now unless I release dod_cherbourg_2/night/snow or whatever.

    As for the ads, I haven't seen any they might've been based off, I just meant that I thought he'd taken them from real ads since it's a style that'd be hard to recreate from scratch (and I'm not sure where else he got the pictures used in them if they weren't real life posters).

  • spine
    • August 27, 2007 at 8:29 PM
    • #19

    Donno what you are on about Seldoon but the image is from an old french poster if you don't understand I guess you have a problem, might be "old" french what do I know...

    (The other decal that is a bit transperant I think was intended for a wood wall to let the boards show through, long time since I made it, dont quite remember.)

    Anyways sweet work 0rthopaedic

  • PhilipK
    • August 27, 2007 at 9:55 PM
    • #20

    looks very nice!

    good job

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